Volfied
In the late 1980s, Taito returned to the mechanics of its own hit Qix and expanded it into a form with a narrative framework and a more action-packed pace – thus Volfied was born. The player controlled a robotic probe moving along the perimeter of a rectangular playing field, and their task was to gradually carve out the area so as to claim the required percentage of territory, while enemies moved inside the field, capable of cutting an unfinished line and costing the player a life along with the section in progress.
Compared to its predecessor, Volfied added the ability to shoot enemies and temporarily paralyze them, which pushed the game closer to an action shooter and softened Qix's purely strategic character. Individual levels featured different arrangements of obstacles and enemies, so the player had to constantly reassess the safest cutting route as the time limit and the pressure of rising difficulty closed in. Visually, the game relied on a clean, color-contrasted style that clearly distinguished already-claimed territory from the remaining area, and simple interludes between levels gave the game a hint of storyline as well.
Volfied never achieved the popularity of its predecessor, yet it is still valued today by fans of the area-capture genre as a thoughtful expansion of the principle that defined Qix. The combination of patient planning and quick reflexes makes it an interesting choice for players who enjoy logic games with an action edge and don't mind that the game's pace can be merciless toward a single ill-considered route.
Why play it: For its thoughtful combination of geometric area-carving with action elements that builds on the legacy of Qix.
Game 133 of 258 for Arcade